1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
|
use super::raw;
use std::io;
use byteorder::{BigEndian, WriteBytesExt};
use num_traits::FromPrimitive;
/// A rusty enum for all possible combat events.
///
/// This makes dealing with `CbtEvent` a bit saner (and safer).
#[derive(Clone, Debug, PartialEq)]
pub enum EventKind {
// State change events
/// The agent has entered combat.
EnterCombat { agent_addr: u64, subgroup: u64 },
/// The agent has left combat.
ExitCombat { agent_addr: u64 },
/// The agent is now alive.
ChangeUp { agent_addr: u64 },
/// The agent is now downed.
ChangeDown { agent_addr: u64 },
/// The agent is now dead.
ChangeDead { agent_addr: u64 },
/// The agent is now in tracking range.
Spawn { agent_addr: u64 },
/// The agent has left the tracking range.
Despawn { agent_addr: u64 },
/// The agent has reached a health treshold.
HealthUpdate {
agent_addr: u64,
/// The new health, as percentage multiplied by 10000.
health: u16,
},
/// The logging has started.
LogStart {
server_timestamp: u32,
local_timestamp: u32,
},
/// The logging has finished.
LogEnd {
server_timestamp: u32,
local_timestamp: u32,
},
/// The agent has swapped the weapon set.
WeaponSwap { agent_addr: u64, set: WeaponSet },
/// The given agent has its max health changed.
MaxHealthUpdate { agent_addr: u64, max_health: u64 },
/// The given agent is the point-of-view.
PointOfView { agent_addr: u64 },
/// The given language is the text language.
Language { language: raw::Language },
/// The log was made with the given game build.
Build { build: u64 },
/// The shard id of the server.
ShardId { shard_id: u64 },
/// A reward has been awarded.
Reward { reward_id: u64, reward_type: i32 },
/// A skill has been used.
SkillUse {
source_agent_addr: u64,
skill_id: u32,
activation: Activation,
},
/// Condition damage tick.
ConditionTick {
source_agent_addr: u64,
destination_agent_addr: u64,
condition_id: u32,
damage: i32,
},
/// Condition damage tick that was negated by invulnerability.
InvulnTick {
source_agent_addr: u64,
destination_agent_addr: u64,
condition_id: u32,
},
/// Physical damage.
Physical {
source_agent_addr: u64,
destination_agent_addr: u64,
skill_id: u32,
damage: i32,
result: raw::CbtResult,
},
/// Buff applied.
BuffApplication {
source_agent_addr: u64,
destination_agent_addr: u64,
buff_id: u32,
duration: i32,
overstack: u32,
},
/// Buff removed.
BuffRemove {
source_agent_addr: u64,
destination_agent_addr: u64,
buff_id: u32,
total_duration: i32,
longest_stack: i32,
removal: raw::CbtBuffRemove,
},
/// Position of the agent has changed.
Position {
source_agent_addr: u64,
x: f32,
y: f32,
z: f32,
},
/// Velocity of the agent has changed.
Velocity {
source_agent_addr: u64,
x: f32,
y: f32,
z: f32,
},
/// The agent is facing in the given direction.
Facing {
source_agent_addr: u64,
x: f32,
y: f32,
},
/// Information about the map id.
MapId { map_id: u64 },
/// Guild identification
Guild {
source_agent_addr: u64,
raw_bytes: [u8; 16],
api_guild_id: Option<String>,
},
}
/// A higher-level representation of a combat event.
#[derive(Clone, Debug, PartialEq)]
pub struct Event {
/// The time when the event happened.
///
/// This are the milliseconds since Windows has been started (`timeGetTime()`).
pub time: u64,
/// The kind of the event.
pub kind: EventKind,
/// Whether the agent had more than 90% of its health.
///
/// This is the scholar threshold.
pub is_ninety: bool,
/// Whether the target health was below 50%.
///
/// This is the threshold for many runes and trait damage modifiers (e.g.
/// *Bolt to the Heart*).
pub is_fifty: bool,
/// Whether the source agent was moving.
pub is_moving: bool,
/// Whether the source agent was flanking the target.
pub is_flanking: bool,
/// Whether some (or all) damage was mitigated by shields.
pub is_shields: bool,
}
impl Event {
/// Transform a raw event to a "high-level" event.
///
/// If the event is not known, or some other error occured, `None` is
/// returned.
///
/// * `raw_event` - the raw event to transform.
pub fn from_raw(raw_event: &raw::CbtEvent) -> Option<Event> {
use raw::CbtStateChange;
let kind = match raw_event.is_statechange {
// Check for state change events first.
CbtStateChange::EnterCombat => EventKind::EnterCombat {
agent_addr: raw_event.src_agent,
subgroup: raw_event.dst_agent,
},
CbtStateChange::ExitCombat => EventKind::ExitCombat {
agent_addr: raw_event.src_agent,
},
CbtStateChange::ChangeUp => EventKind::ChangeUp {
agent_addr: raw_event.src_agent,
},
CbtStateChange::ChangeDead => EventKind::ChangeDead {
agent_addr: raw_event.src_agent,
},
CbtStateChange::ChangeDown => EventKind::ChangeDown {
agent_addr: raw_event.src_agent,
},
CbtStateChange::Spawn => EventKind::Spawn {
agent_addr: raw_event.src_agent,
},
CbtStateChange::Despawn => EventKind::Despawn {
agent_addr: raw_event.src_agent,
},
CbtStateChange::HealthUpdate => EventKind::HealthUpdate {
agent_addr: raw_event.src_agent,
health: raw_event.dst_agent as u16,
},
CbtStateChange::LogStart => EventKind::LogStart {
server_timestamp: raw_event.value as u32,
local_timestamp: raw_event.buff_dmg as u32,
},
CbtStateChange::LogEnd => EventKind::LogEnd {
server_timestamp: raw_event.value as u32,
local_timestamp: raw_event.buff_dmg as u32,
},
CbtStateChange::WeapSwap => EventKind::WeaponSwap {
agent_addr: raw_event.src_agent,
set: WeaponSet::from_u64(raw_event.dst_agent),
},
CbtStateChange::MaxHealthUpdate => EventKind::MaxHealthUpdate {
agent_addr: raw_event.src_agent,
max_health: raw_event.dst_agent,
},
CbtStateChange::PointOfView => EventKind::PointOfView {
agent_addr: raw_event.src_agent,
},
CbtStateChange::Language => EventKind::Language {
language: raw::Language::from_u64(raw_event.src_agent).unwrap(),
},
CbtStateChange::GwBuild => EventKind::Build {
build: raw_event.src_agent,
},
CbtStateChange::ShardId => EventKind::ShardId {
shard_id: raw_event.src_agent,
},
CbtStateChange::Reward => EventKind::Reward {
reward_id: raw_event.dst_agent,
reward_type: raw_event.value,
},
CbtStateChange::Guild => EventKind::Guild {
source_agent_addr: raw_event.src_agent,
raw_bytes: get_guild_id_bytes(raw_event),
api_guild_id: get_api_guild_string(&get_guild_id_bytes(raw_event)),
},
CbtStateChange::Position => EventKind::Position {
source_agent_addr: raw_event.src_agent,
x: f32::from_bits((raw_event.dst_agent >> 32) as u32),
y: f32::from_bits((raw_event.dst_agent & 0xffffffff) as u32),
z: f32::from_bits(raw_event.value as u32),
},
CbtStateChange::Velocity => EventKind::Velocity {
source_agent_addr: raw_event.src_agent,
x: f32::from_bits((raw_event.dst_agent >> 32) as u32),
y: f32::from_bits((raw_event.dst_agent & 0xffffffff) as u32),
z: f32::from_bits(raw_event.value as u32),
},
CbtStateChange::Facing => EventKind::Facing {
source_agent_addr: raw_event.src_agent,
x: f32::from_bits((raw_event.dst_agent >> 32) as u32),
y: f32::from_bits((raw_event.dst_agent & 0xffffffff) as u32),
},
CbtStateChange::MapId => EventKind::MapId {
map_id: raw_event.src_agent,
},
// XXX: implement proper handling of those events!
CbtStateChange::BuffInitial
| CbtStateChange::TeamChange
| CbtStateChange::AttackTarget
| CbtStateChange::Targetable
| CbtStateChange::ReplInfo
| CbtStateChange::StackActive
| CbtStateChange::StackReset
| CbtStateChange::BuffInfo
| CbtStateChange::BuffFormula
| CbtStateChange::SkillInfo
| CbtStateChange::SkillTiming => return None,
CbtStateChange::None => check_activation(raw_event)?,
};
Some(Event {
time: raw_event.time,
kind,
is_ninety: raw_event.is_ninety,
is_fifty: raw_event.is_fifty,
is_moving: raw_event.is_moving,
is_flanking: raw_event.is_flanking,
is_shields: raw_event.is_shields,
})
}
}
fn check_activation(raw_event: &raw::CbtEvent) -> Option<EventKind> {
use raw::CbtActivation;
match raw_event.is_activation {
CbtActivation::None => check_buffremove(raw_event),
activation => Some(EventKind::SkillUse {
source_agent_addr: raw_event.src_agent,
skill_id: raw_event.skillid,
activation: match activation {
CbtActivation::Quickness => Activation::Quickness(raw_event.value),
CbtActivation::Normal => Activation::Normal(raw_event.value),
CbtActivation::CancelFire => Activation::CancelFire(raw_event.value),
CbtActivation::CancelCancel => Activation::CancelCancel(raw_event.value),
CbtActivation::Reset => Activation::Reset,
// Already checked and handled above
CbtActivation::None => unreachable!(),
},
}),
}
}
fn check_buffremove(raw_event: &raw::CbtEvent) -> Option<EventKind> {
use raw::CbtBuffRemove;
match raw_event.is_buffremove {
CbtBuffRemove::None => check_damage(raw_event),
removal => Some(EventKind::BuffRemove {
source_agent_addr: raw_event.src_agent,
destination_agent_addr: raw_event.dst_agent,
buff_id: raw_event.skillid,
total_duration: raw_event.value,
longest_stack: raw_event.buff_dmg,
removal,
}),
}
}
fn check_damage(raw_event: &raw::CbtEvent) -> Option<EventKind> {
if raw_event.buff == 0 && raw_event.iff == raw::IFF::Foe && raw_event.dst_agent != 0 {
Some(EventKind::Physical {
source_agent_addr: raw_event.src_agent,
destination_agent_addr: raw_event.dst_agent,
skill_id: raw_event.skillid,
damage: raw_event.value,
result: raw_event.result,
})
} else if raw_event.buff == 1
&& raw_event.buff_dmg != 0
&& raw_event.dst_agent != 0
&& raw_event.value == 0
{
Some(EventKind::ConditionTick {
source_agent_addr: raw_event.src_agent,
destination_agent_addr: raw_event.dst_agent,
condition_id: raw_event.skillid,
damage: raw_event.buff_dmg,
})
} else if raw_event.buff == 1 && raw_event.buff_dmg == 0 && raw_event.value != 0 {
Some(EventKind::BuffApplication {
source_agent_addr: raw_event.src_agent,
destination_agent_addr: raw_event.dst_agent,
buff_id: raw_event.skillid,
duration: raw_event.value,
overstack: raw_event.overstack_value,
})
} else if raw_event.buff == 1 && raw_event.buff_dmg == 0 && raw_event.value == 0 {
Some(EventKind::InvulnTick {
source_agent_addr: raw_event.src_agent,
destination_agent_addr: raw_event.dst_agent,
condition_id: raw_event.skillid,
})
} else {
None
}
}
fn get_guild_id_bytes(raw_event: &raw::CbtEvent) -> [u8; 16] {
let mut result = [0; 16];
let mut cursor = io::Cursor::new(&mut result as &mut [u8]);
cursor.write_u64::<BigEndian>(raw_event.dst_agent).unwrap();
cursor.write_i32::<BigEndian>(raw_event.value).unwrap();
cursor.write_i32::<BigEndian>(raw_event.buff_dmg).unwrap();
result
}
fn get_api_guild_string(bytes: &[u8; 16]) -> Option<String> {
if bytes == &[0; 16] {
return None;
}
static PACKS: &[&[usize]] = &[
&[4, 5, 6, 7],
&[2, 3],
&[0, 1],
&[11, 10],
&[9, 8, 15, 14, 13, 12],
];
let result = PACKS
.iter()
.map(|p| p.iter().map(|i| format!("{:02X}", bytes[*i])).collect())
.collect::<Vec<String>>()
.join("-");
Some(result)
}
/// The different weapon-sets in game.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum WeaponSet {
/// First water weapon set.
Water0,
/// Second water weapon set.
Water1,
/// First land set.
Land0,
/// Second land set.
Land1,
/// An unknown weapon set.
///
/// This can be caused bundles or anything else that uses the "weapon swap"
/// event but is not a normal weapon set.
Unknown(u8),
}
impl WeaponSet {
/// Parse a given integer into the correct enum value.
fn from_u64(value: u64) -> WeaponSet {
match value {
// magic constants from arcdps README
0 => WeaponSet::Water0,
1 => WeaponSet::Water1,
4 => WeaponSet::Land0,
5 => WeaponSet::Land1,
_ => WeaponSet::Unknown(value as u8),
}
}
}
/// The different types to activate a skill.
///
/// The parameter is the animation time in milliseconds.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum Activation {
/// The skill was activated with quickness.
Quickness(i32),
/// The skill was activated normally.
Normal(i32),
/// The skill was cancelled with reaching the channel time.
CancelFire(i32),
/// The skill was cancelled without reaching the channel time.
CancelCancel(i32),
/// The channel was completed successfully.
Reset,
}
|